-
Flash Design Guide
- Introduction To Flash
- Working with the Authoring Tool
- Working with Templates
- FreeHand for the Power User
- Creating Animation with Fireworks
- Creating Animation in Flash
- Preloading for Non-Programmers
- Drawing in Flash
- Using the Library
- Organizing Animations With Storyboards
- Working With Masks
- Making 2D Look 3D
- Working With Text
-
Flash Interactive Developer Guide
- What is an Interactive Developer?
- Creating Flash Projects
- Using Form Applications
- Working with Form Components
- Setting up a Movie for Design and Animation
- Setting up a Movie for Programming
- Working with Components
- ActionScript Fundamentals
- The Eolas Solution
- Intro to Flash Player 9
- Working with Strings
- Creating ActionScript Transitions
- Working with Boolean Objects in ActionScript
- Optimizing Delivery
- Working with Numbers in ActionScript
- Working with the Number Class
- Flash Professional 9 Preview
- Adobe Takes ActionScript Open Source
- Flash Rich Media Guide
-
Flash 8
- Introduction to Flash 8
- Advanced Text Rendering
- Using BitmapData Class in Your ActionScript
- The CacheAsBitmap Property
- Bitmap Rendering Improvements and Blend Modes
- Using The ExternalInterface Class
- Using Filters
- Downloading and Uploading Files with ActionScript
- Runtime Support for GIF and PNG Files
- Garbage Collection in Flash 8
- Using Enhanced Gradients
- Using Scale 9
- Stroke Enhancements in Flash 8
- Video Support in Flash 8
- How to Create a Slideshow
- Creating Dynamic Text in Flash
- Flash 3-D–Taking Flash to the Third Dimension!
- Object Collision Detection with Flash
- Create a Quiz With The Flash Quiz Template
- Working with Flash
- Introduction to Design in Flash
-
Developing with ActionScript
- Introduction to Programming within Flash MX 2004
- ActionScript Fundamentals
- Event Handling within ActionScript
- Creating Interactive Movies
- Testing your Flash Movies
- Debugging
- Using ActionScript to Control Your Movies
- Using ActionScript to Control Text
- The Differences Between ActionScript 1 and ActionScript 2
- Using Pre-Built Classes In Flash MX 2004
- Creating Your Own Classes
- Working with External Data in Flash
- Using Components
- Informit Articles and Sample Chapters
- Books and e-Books
- Online Resources
-
Rich Internet Applications
- Introduction to Rich Internet Applications
- Using Flash Variables
- Getting Data Into Flash: Loading External SWF and JPG Files
- Working With XML: What is XML, and How Does it Relate to Flash?
- Working with XML: Good XML vs. Bad XML
- Working with XML: Loading XML into Flash
- Working with XML — Dynamically Building XML with .NET, ColdFusion, Java, and PHP
- Working with XML — Web Services
- Working with Data — Working with XML
- Working with Data: Pushing Data back to the Server with Load Vars
- Working with Data: Leveraging Persistent Connections
- Flash Remoting
- Working with Data: Macromedia Flex Presentation Server
- Building Rich Internet Applications: Connecting Flash to a Database
- Building Rich Internet Applications: Planning, Planning, Planning
- Building Rich Internet Applications: Design Counts
- Building Rich Internet Applications: Beyond the Movie Clip
- Building Rich Internet Applications: Using Macromedia Central
- Building Rich Internet Applications: Using Macromedia Flex
- Presenting the Solution: Delivering Flash Applications to the Web
- Presenting the Solution: Delivering Flash Over Non-PC Devices
- Informit Articles and Sample Chapters
- Books and e-Books
-
Flash for Designers: Rich Media Production
- Graphic Control in Flash
- Introduction to the Rich Media Production
- Using Video, Audio and Images in your Flash Movies
- Using Components to Build Rich Media Solutions
- Controlling Components with ActionScript
- Using Audio in Flash
- Video in Flash
- Choosing Which Version of Flash Communication Server to Use
- Streaming Video
- Using the Microphone and Camera Core Classes
- Constructing Large Applications That Leverage Video and Audio
- Informit Articles and Sample Chapters
- Books and e-Books
- Matthew's Predictions for 2006
- Matthew's Favorite Flash Books
- Matthew's Favorite Flash Web Resources
- Macromedia as Part of Adobe
- First Look: Flash Player 8
- A Brief History of Flash
Using Filters
Last updated Aug 22, 2003.
For years, developers and designers have been hounding Macromedia to include filter support in Flash because filters make it so easy to add drop shadows and other visual effects. Well, the Flash community can finally call off the dogs. I am delighted to tell you that Flash 8 now supports filters.
Before There Were Filters
In the past, it was a royal pain to add simple effects such as drop shadows. The only way to do it was to import a bitmap, which meant increased file sizes and limited editing abilities. The following image shows a drop shadow added to a bitmap in Fireworks:
In the past, you would have had to import this image into Flash, adding an extra 4K to your Flash movie. In Flash 8, however, any text or movie clip can have filters applied. The Property Inspector now supports an extra Filters tab, which you can see in the following image.
As you can see in the above image, Drop Shadow is now one of the visual filter effects you can add. The following image shows the same text with the same filter properties as the bitmap image in a Flash image.
Now, the image is both a vector image and you have eliminated the extra burden of importing graphics. The total file is now only 786 bytes.
As you might expect, you can access the new filters through ActionScript. The following example takes the text above and animates the shadow.
import flash.filters.DropShadowFilter;
var newNumber:Number = 0
function myTimer():Void {
newNumber = ++newNumber;
var distance:Number = 20;
var angleInDegrees:Number = newNumber;
var color:Number = 0x000000;
var alpha:Number = .8;
var blurX:Number = 16;
var blurY:Number = 16;
var strength:Number = 1;
var quality:Number = 3;
var inner:Boolean = false;
var knockout:Boolean = false;
var hideObject:Boolean = false;
var filter:DropShadowFilter = new DropShadowFilter(
distance,
angleInDegrees,
color,
alpha,
blurX,
blurY,
strength,
quality,
inner,
knockout,
hideObject);
var filterArray:Array = new Array();
filterArray.push(filter);
txt.filters = filterArray;
}
var intervalID:Number = setInterval(myTimer, 25);
The ActionScript allows the shadow to move around the text. To duplicate this with bitmap images would add nearly 1.5MB to the final Flash movie. The ActionScript has increased the final movie to 1Kb. That is a file saving in excess of 1,000%.
Exploring Filters in Flash 8
You will not find a massive collection of filters in Flash 8. What you will find are the core filters essential for most drawing. The included filters are:
- Drop Shadow
- Blur
- Glow
- Bevel
- Gradient Glow
- Gradient Bevel
- Adjust Color
You can include one or more filters on any one movie clip. Each filter comes with its own set of parameters, which can be adjusted directly in the Flash 8 Authoring tool in the Properties Inspector or programmatically through ActionScript.
Drop Shadow
The Drop Shadow filter, which has always been one of my favorites, allows you to control the following parameters:
- distance: pixel distance for drop shadow (floating point)
- angle: angle in degrees of shadow (floating point) (file format is radians) (0 to 360 range)
- color: 0x00RRGGBB - color
- alpha: alpha percentage for our drop shadow color (0.0 to 1.0 range)
- blurX: amount to blur in the x direction (floating point value) (0 to 255.0)
- blurY: amount to blur in the y direction (floating point value) (0 to 255.0)
- strength: punch strength of the shadow (0.0 to 255.0 while 1.0 is normal value)
- quality: how many times to perform the blur (3 is approximate to Gaussian blur) (0 to 15 range)
- inner: true/false - is this an inner shadow
- knockout: true/false - is this a knockout shadow
This is what the filter looks like on the sample text:
Blur
Blue softens your image's edges. The Blur filter comes with the following parameters you can control:
- blurX: amount to blur in the x direction (floating point value) (0 to 255.0)
- blurY: amount to blur in the y direction (floating point value) (0 to 255.0)
- quality: how many times to perform the blur (3 is approximate to Gaussian blur) (0-15)
This is what the filter looks like on the sample text:
Glow
You can now add a glow to your movie clips. The Glow filter comes with the following parameters you can control:
- color: 0x00RRGGBB - color
- alpha: alpha percentage for color (0.0 to 1.0 range)
- blurX: amount to blur in the x direction (floating point value) (0 to 255.0)
- blurY: amount to blur in the y direction (floating point value) (0 to 255.0)
- strength: punch strength of the glow (0.0 to 255.0 while 1.0 is normal value)
- quality: how many times to perform the blur (3 is approximate to Gaussian blur) (0 to 15 range)
- inner: true/false - is this an inner glow
- knockout: true/false - is this an knockout glow
This is what the filter looks like on the sample text:
Bevel
You can now also add bevels—like those used on a lot of buttons—to your Flash movies. The Bevel filter comes with the following parameters you can control:
- distance: pixel distance for bevel (floating point)
- angle: angle in degrees of bevel (floating point) (file format is radians) (0 to 360 range)
- highlightColor: 0x00RRGGBB - 1st color
- highlightAlpha: alpha percentage for highlightColor (0.0 to 1.0 range)
- shadowColor: 0x00RRGGBB - 2nd color
- shadowAlpha: alpha percentage for shadowColor (0.0 to 1.0 range)
- blurX: amount to blur in the x direction (floating point value) (0 to 255.0)
- blurY: amount to blur in the y direction (floating point value) (0 to 255.0)
- strength: punch strength of the bevel (0.0 to 255.0 while 1.0 is normal value)
- quality: how many times to perform the blur (3 is approximate to Gaussian blur) (0 to 15 range)
- type: "inner", "outer" or "full"
- knockout: true/false - is this a knockout bevel
This is what the filter looks like on the sample text:
Gradient Glow
Gradient Glow applies a glow that uses a gradient within it. The Gradient Glow filter comes with the following parameters you can control:
- color: 0x00RRGGBB - color
- alpha: alpha percentage for color (0.0 to 1.0 range)
- blurX: amount to blur in the x direction (floating point value) (0 to 255.0)
- blurY: amount to blur in the y direction (floating point value) (0 to 255.0)
- strength: punch strength of the glow (0.0 to 255.0 while 1.0 is normal value)
- quality: how many times to perform the blur (3 is approximate to Gaussian blur) (0 to 15 range)
- inner: true/false - is this an inner glow
- knockout: true/false - is this an knockout glow
- ratios: an array of ratios to define a gradient. Same format as for gradient fill drawing API.
This is what the filter looks like on the sample text:
Gradient Bevel
The Gradient Bevel filter applies a bevel that uses a gradient within it. The Gradient Bevel filter comes with the following parameters you can control:
- distance: pixel distance for bevel (floating point)
- angle: angle in degrees of bevel (floating point) (file format is radians) (0 to 360 range)
- highlightColor: 0x00RRGGBB - 1st color
- highlightAlpha: alpha percentage for highlightColor (0.0 to 1.0 range)
- shadowColor: 0x00RRGGBB - 2nd color
- shadowAlpha: alpha percentage for shadowColor (0.0 to 1.0 range)
- blurX: amount to blur in the x direction (floating point value) (0 to 255.0)
- blurY: amount to blur in the y direction (floating point value) (0 to 255.0)
- strength: punch strength of the bevel (0.0 to 255.0 while 1.0 is normal value)
- quality: how many times to perform the blur (3 is approximate to Gaussian blur) (0 to 15 range)
- type: "inner," "outer," or "full"
- knockout: true/false - is this a knockout bevel
- ratios: an array of ratios to define a gradient. Same format as for gradient fill drawing API.
This is what the filter looks like on the sample text:
Adjust Color
You can exert precise color control over your movies with the Adjust Color filter. The Adjust Color filter comes with the following parameters you can control:
- mapImage: an BitmapData object containing the displacement map data.
- mapPt: a flash.geom.Point value that contains the offset of the upper left corner of our MovieClip to the upper left corner of our map image.
- componentX: one of the following values - "R," "G," "B," or "A" - describes which color channel to use in the map image to displace x result
- componentY: one of the following values - "R," "G," "B," "A" - describes which color channel to use in the map image to displace x result
- scaleX: multiplier to use to scale displacement result from map calculation
- scaleY: multiplier to use to scale displacement result from map calculation
- mode: one of the following values:
- "wrap" - wrap our displacement value to other side of source image
- "clamp" - clamp our displacement value to edge of source image
- "color" - if displacement value is outside image, substitute (defaultColor, defaultValue) value
- "ignore" - if displacement value is outside of range, ignore displacement and use source pixel
- color: if mode is "color," what color to use for out of bounds displacements
- alpha: if mode is "color," what alpha to use for out of bounds displacements (range 0.0-1.0)
This is what the filter looks like on the sample text:
Summary
I've only just touched on what you can do with filters in this section of the guide. There is plenty of room for you to experiment with this cool and space-saving feature.









